Monster I’d Like to Fight: Ettin Shaman

Monster I'd Like to Fight: Ettin Shaman

The ettin shaman is rare among their kind, standing apart in the giant hierarchy. This separation does not earn them respect from other giants; instead, they are often seen as abnormalities and shunned. Only within their own ettin tribes do they receive the admiration they deserve. In fact, it is the ettin shamans who are responsible for the very existence of these tribes, as they are the only ones capable of uniting the otherwise solitary ettins.

Ettin shamans always rise to leadership within their tribes. Under their guidance, these tribes can take on mightier foes and secure victories in situations where they would typically flee. Some tribes led by powerful shamans have even competed with mountain and stone giants.

Because of their rarity, promising young ettins seek out shamans to learn from them, hoping to eventually lead a tribe of their own. While encountering another ettin tribe could be seen as a threat, the rare opportunity for an ettin shaman to interact with another of their kind is highly valued. According to legend, the first ettin shamans were taught by a druid who sought to disrupt the established giant hierarchy as revenge for a past wrong.

A particularly brutal aspect of ettin shamans is their taste for highly intelligent creatures, believing that consuming the brains of such beings grants them power. Wizard apprentices are warned to be cautious if they encounter more than one ettin together, as this could signal the presence of a nearby shaman.

Ettin Shaman

Large Giant, Typically Chaotic Evil


Armor Class 14 (natural armor)

Hit Points 142 (15d10 + 60)

Speed 40 ft.

STRDEXCONINTWISCHA
19 (+4)14 (+2)18 (+4)12 (+1)20 (+5)11 (+0)

Saving Throws Str +8, Con +8, Wis +9

Skills Nature +5, Perception +9, Survival +9

Senses darkvision 60 ft., passive Perception 19

Languages Common, Giant, Orc

Challenge  10 (5,900 XP)

Proficiency Bonus +4


Dual Focus. The ettin can concentrate on two spells at once.

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin’s heads is asleep, its other head is awake.

Actions


Multiattack. The ettin makes one Chain Lighting attack and uses Flame Burst. It can replace one of these with a use of Spellcasting.

Chain Lightning. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or 90 ft., one target. Hit: 23 (4d8 + 5) lightning damage, and the ettin can cause one creature it can see within 30 feet of the target to take 13 (3d8) lightning damage. Creatures dealt damage this way can’t use reactions until the start of their next turn.

Flame Burst. The ettin unleashes a mote of fire at a point it can see within 120 feet that explodes in a 5-foot-radius sphere. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 21 (6d6) fire damage and an additional 10 (3d6) fire damage at the start of their next turn.

Spellcasting. The ettin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):

  • At will: barkskin, faerie fire
  • 2/day each: cure wounds (3rd-level version), heat metal, hold person
  • 1/day each: cone of cold, control water, sleet storm, wall of fire

Downloads

Further Reading

A unique backstory for a half-ogre druid could be that they were raised by an ettin shaman.

Spells from the Codex of Tides or Digan’s wintery spells could be swapped in to create a unique shaman.

Imagery created with Midjourney.

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